Mike, Very good choice. > But the system always *knows* these domains beforehand - and that it must > consider them in any problem? YES the domains "content structure" is what you mean, are the human-centric ones provided by living a childs life loading the value system with biases such as humans are warm and candy is really sweet. By further being pushed thru western culture grade level curriculum we value the visual features symbols "2003" and "1996" as "numbers", then as "dates". The content models (concept patterns) are build up from any basic feature to form instance from the basic content of the four domain, such as "dates of leap years", "century marks", "millenium" or "anniversary". problems more like: -- "ice cream favorite red happee" -- What this group of words means has everything to do with what the reader knows and values beforehands. And what he values will determine what his attention is on, the food, the emotions, the color, the positions; or how deep the focus is: on the entire situation (sentence), a group of them, a single word or a letter. Humans value from the top so we'll likely think of cherry ice cream before we see: the occurance pattern of letter "e" in every word in that 'sentence' above. Good choice for your problem: Six 2003 Seven 1996 Eight 2001 Eight and a half ---- ? (i see a number of patterns, such as "00" "99", multiply, add word to end - but haven't gotten the complete formula) For the system, it is biased; it make sense for itself, it's internal value. The answer the system chooses is the one that makes sense to what it knows and values. Sure, it can and will be used as a general pattern mining by comparing and contrasting within lines, line-to-line, number-to-text, text-to-number, date-to-word, month-to-number, middle-part to end, end-to-end, etc, until a resulting comparison yeilds a pattern that it values (from experience or being "told"). However, the value system controlling attention prevents any combinatorial explosion - animals only search through the models that have value (indirectly or directly) to the problem situation, thus limiting the total gueses we could even make (it looks for patterns it already knows). To solve problems it has not been taught or can't see a pattern for: 1) If self-motivated because a reward/avoidance is strong: Keeps looking for patterns 3-C by persiting in its behavior (doing the same ol thing) and fail. If a value happens to occur in one of the result when it kept going, it will see that something was different. It has acces to its own actions (role and relation domain) and this different action stands out (auto-contrast) and become of greater value due to the associated difference (non-failure). It keeps trying until the motivation runs out (energy level decays) or other value or past experiences exceeds its model of how long it should take.. 2) Instructed how to solve it by trying x, y or x. "Wden your attention", "expand your focus" - then it has a larger set of regions to try and find a pattern it values. If set, it can examine regions of the instruction (x, y , and z) and see what was different from what it was trying (if the comparision yeilds a high enough value, it will try those as well). "Try going left and up" O.K. auto-contrast "I was trying only up: the difference is to add one more direction; I can try left and up and back" etc..
Creativity and reason come from the 3-C mechanism Creativity in the model is to combine any sets of domain content and give it a respective value from its experience and domain models. Example: Combine the form of a computer mouse, the look of diamonds, the function of a steering wheel, with the feel of leather: what do you get? Focus on each region and combine, then e-valuate (compare it to objects, functions). What's your result? Models in my experience say that it's a luxury-car controller; while you might say it would be something in an art galleryy, etc (art, value without function/role). Anyway, Bens, pre-school for AGI is one of the means to bias such a system with experience and human values; another way is to try to properly represent human experience (static and dynamic) and then essentially implanting memories and "experience" instead of just declarative facts. Robert --- On Sun, 12/28/08, Mike Tintner <tint...@blueyonder.co.uk> wrote: From: Mike Tintner <tint...@blueyonder.co.uk> Subject: Re: Human-centric AGI approach-paper (was Re: Indexing and Re: [agi] AGI Preschool: sketch of an evaluation framework for early stage AGI systems aimed at human-level, roughly humanlike AGI To: agi@v2.listbox.com Date: Sunday, December 28, 2008, 8:38 PM Robert: Example: Here's a pattern example you may not have seen before, but by 3C you discover the pattern and how to make an example: As spoken aloud: five and nine [is] fine two and six [is] twix five and seven [is] fiven Robert, So, if I understand, you're designing a system to deal with problems concerning objects, which have multiple domain associations. For example, words as above are associated with their sounds, letter patterns, and perhaps meanings. But the system always *knows* these domains beforehand - and that it must consider them in any problem? It couldn't say find the pattern to a problem like: Six 2003 Seven 1996 Eight 2001 Eight and a half ---- ? where it wouldn't know any domain relevant to solving the problem, and would first have to *find* the appropriate domain?. (In creative, human-level intelligence problems you often have to do this). agi | Archives | Modify Your Subscription ------------------------------------------- agi Archives: https://www.listbox.com/member/archive/303/=now RSS Feed: https://www.listbox.com/member/archive/rss/303/ Modify Your Subscription: https://www.listbox.com/member/?member_id=8660244&id_secret=123753653-47f84b Powered by Listbox: http://www.listbox.com